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-rw-r--r--OpenSim/Framework/RegionSettings.cs151
1 files changed, 151 insertions, 0 deletions
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index f0786fc..2c9f7d2 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using System.IO; 30using System.IO;
30using OpenMetaverse; 31using OpenMetaverse;
31 32
@@ -410,5 +411,155 @@ namespace OpenSim.Framework
410 get { return m_Casino; } 411 get { return m_Casino; }
411 set { m_Casino = value; } 412 set { m_Casino = value; }
412 } 413 }
414
415 // Telehub support
416 private bool m_TelehubEnabled = false;
417 public bool HasTelehub
418 {
419 get { return m_TelehubEnabled; }
420 set { m_TelehubEnabled = value; }
421 }
422
423 // Connected Telehub object
424 private UUID m_TelehubObject;
425 public UUID TelehubObject
426 {
427 get
428 {
429 if (HasTelehub)
430 {
431 return m_TelehubObject;
432 }
433 else
434 {
435 return UUID.Zero;
436 }
437 }
438 set
439 {
440 m_TelehubObject = value;
441 }
442 }
443
444 // Connected Telehub name
445 private string m_TelehubName;
446 public string TelehubName
447 {
448 get
449 {
450 if (HasTelehub)
451 {
452 return m_TelehubName;
453 }
454 else
455 {
456 return String.Empty;
457 }
458 }
459 set
460 {
461 m_TelehubName = value;
462 }
463 }
464
465 // Connected Telehub position
466 private float m_TelehubPosX;
467 private float m_TelehubPosY;
468 private float m_TelehubPosZ;
469 public Vector3 TelehubPos
470 {
471 get
472 {
473 if (HasTelehub)
474 {
475 Vector3 Pos = new Vector3(m_TelehubPosX, m_TelehubPosY, m_TelehubPosZ);
476 return Pos;
477 }
478 else
479 {
480 return Vector3.Zero;
481 }
482 }
483 set
484 {
485
486 m_TelehubPosX = value.X;
487 m_TelehubPosY = value.Y;
488 m_TelehubPosZ = value.Z;
489 }
490 }
491
492 // Connected Telehub rotation
493 private float m_TelehubRotX;
494 private float m_TelehubRotY;
495 private float m_TelehubRotZ;
496 private float m_TelehubRotW;
497 public Quaternion TelehubRot
498 {
499 get
500 {
501 if (HasTelehub)
502 {
503 Quaternion quat = new Quaternion();
504
505 quat.X = m_TelehubRotX;
506 quat.Y = m_TelehubRotY;
507 quat.Z = m_TelehubRotZ;
508 quat.W = m_TelehubRotW;
509
510 return quat;
511 }
512 else
513 {
514 // What else to do??
515 Quaternion quat = new Quaternion();
516
517 quat.X = m_TelehubRotX;
518 quat.X = m_TelehubRotY;
519 quat.X = m_TelehubRotZ;
520 quat.X = m_TelehubRotW;
521
522 return quat;
523 }
524 }
525 set
526 {
527 m_TelehubRotX = value.X;
528 m_TelehubRotY = value.Y;
529 m_TelehubRotZ = value.Z;
530 m_TelehubRotW = value.W;
531 }
532 }
533
534 // Our Connected Telehub's SpawnPoints
535 public List<Vector3> l_SpawnPoints = new List<Vector3>();
536
537 // Add a SpawnPoint
538 // ** These are not region coordinates **
539 // They are relative to the Telehub coordinates
540 //
541 public void AddSpawnPoint(Vector3 point)
542 {
543 l_SpawnPoints.Add(point);
544 }
545
546 // Remove a SpawnPoint
547 public void RemoveSpawnPoint(int point_index)
548 {
549 l_SpawnPoints.RemoveAt(point_index);
550 }
551
552 // Return the List of SpawnPoints
553 public List<Vector3> SpawnPoints()
554 {
555 return l_SpawnPoints;
556
557 }
558
559 // Clear the SpawnPoints List of all entries
560 public void ClearSpawnPoints()
561 {
562 l_SpawnPoints.Clear();
563 }
413 } 564 }
414} 565}